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ONLINE RENDERING M a n u a l | O k to b e r 2 0 0 9
FELIX
Index
3 Introduction
4 Quick start
4 Installation
4 Modeling tips
5 Workflow
5 How to optimize your credits
6 FELIX GUI
6 Keyboard shortcuts
7 How to import 3D models
27 Addendum
27 Environments
31 People and Trees in FELIX
32 TEXTURE MAPPING
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FELIX
Introduction
FELIX is an online rendering software developed and specifically designed for architects, designers and engineers.
FELIX can import and handle 3D models from the majority of modeling programs, such as 3DMAX, Rhino, Blender, Silo,
Sketchup FormZ, Autocad, etc. You don’t have to pay for a license in order to use FELIX, you only pay for what you use.
The technology used in FELIX dramatically reduces start-up costs, computational times and learning curve steepness.
FELIX is based on what is known as “Cloud Computing Architecture”. This means that FELIX is connected online to a
big data center, where it:
■■ computes renderings using Maxwell Render from Next Limit
■■ stores the renderings, 3D models, materials and settings in a safe location
■■ gives the user access to a huge shared materials library
FELIX uses a non-destructive workflow that guarantees data integrity over time. Felix’s output format stores within it
all the information regarding geometry, materials, lights etc. This information is stored in a way that can be recovered
and restored at any time and provide a complete backup for a scene.
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FELIX Quick start | 4
Quick start
Installation
Firewall
Please refer to your firewall documentation or contact your system administrator.
Modeling tips
FELIX can import 3D formats from many 3D programs, such as 3DMAX, Rhino, Blender, Silo, Sketchup, FormZ etc. For
optimal final resuIts, you should keep in mind a few tips during the polygonal meshes lay out:
■■ The models must be measured in meters
■■ Always place your scene near the Cartesian Coordinate System’s origin
■■ The models must contain less than 3 million polygons
■■ Light sources must be laid out as 3D geometries.
They must be modeled in a scene embedded with polygons “normals” pointed towards the light direction axis
■■ It is usually more convenient to organize and name your layers following a surface-material basis
■■ Every geometry must be saved in one of the following formats: lwo, 3ds, obj or mxs
■■ Every part of the model to which a transparent or translucent surface-material has been applied must be a water-
tight mesh in order to avoid artifacts and unrealistic behavior
■■ When dealing with architectural projects (and only for these), it is useful to model the window panes without
thickness. Once a transparent material has been assigned, FELIX allows the option to extrude it. It is important to
remember in these cases that nothing in the layer should have a thickness other than zero.
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FELIX Quick start | 5
Workflow
As already mentioned, there is no software license to pay with FELIX, but you pay only for what you use, which is
measured in credits. The amount of credits depends on the following factors:
■■ Final image resolution
■■ Final image quality
■■ Rendering speed
The cost in credits for each rendering is shown on the right side of the PROJECTS Window.
By selecting Render speed 2X from the menu bar, you double the rendering speed, and therefore, the use of credits
also increases by 50%. Note: rendering speed has absolutely no effect on the quality of images.
Therefore, it is advisable to lower the resolution, the quality and the speed for rendering tests. For example, a test
image with a resolution of 600 x 300 px, quality 1, speed 1X, will cost 0.28 credits (for credits cost please refer to...)
Also keep in mind the difference in noise perception that exists between images with the same quality level but dif-
ferent resolutions: the visible noise in a 600 x 300 px image can be irrelevant in a 4000 x 2000 px image.
For final renderings of outdoor scenes in natural light a quality level set on 2 is usually sufficient. Set the quality level
on 3 only for images in major presentations. It is recommended to set the quality level on 3 or 4 for final renderings
of indoor scenes with artificial light.
Unlike other software, with FELIX rendering times do not increase significantly with more light sources. Instead, a
larger number of light points helps to reduce the overall noise of the images.
The appropriate quality level for a final product design rendering may change depending on the lighting setup and
surface-materials.
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FELIX Quick start | 6
FELIX GUI
FELIX’s user interface consists of three Tabs which correspond to the software’s three main working areas: Projects,
Material Setup and Material Editor. In order to access a Tab, its name must be selected from the menu bar.
Keyboard shortcuts
Generic
■■ Ctrl + r | refreshes the 3D model in a current scene
3D VIEW window
■■ r + Rmb | rotates the camera
■■ r + Lmb | tilts the camera
■■ o + Lmb | orbits camera around a selected object
■■ y + Lmb | moves camera back and forth
■■ n + Lmb | rotates environment and Maxwell's physical sky
■■ d + Mouse Click on a point in the scene | automatically sets up camera focal distance
■■ j + Mouse Click on a point in the scene | moves camera to that particular point
■■ h| aligns camera to the horizon
■■ q| switches back to the last saved view
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FELIX Quick start | 7
Any imported 3D model is stored in a database in FELIX’s servers and must be saved in the Projects folders in order
to keep the archive organized. In FELIX, imported 3D models are called Scenes.
Once the import command is completed, the scene is displayed as a 3D geometry in the 3D VIEW window and as an
archive in the PROJECTS window.
Note: Projects are to be considered like folders. Their purpose is to keep a scene well-organized and to make the work
flow easier. The “Scene” itself is where actual information is stored, i.e. geometries, materials, lighting and views.
In order to import a 3D model, click on Import in the menu bar to open the import tab.
Use file Browser to select the object to be imported.
It must be saved in one of the following formats: lwo, obj, 3ds, mxs.
All the embedded scene layers will be shown in the Import window.
Note: If the layer's nomenclature doesn't match your needs, the exportation values must be fixed using the original
modeling software.
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FELIX Quick start | 8
The last step for a correct scene import is to choose the right option
from the four available ones on the lower part of the Import tab:
■■ ADD NEW PROJECT | creates a fresh new scene inside a new project
■■ ADD SCENE TO PROJECT | creates a new scene inside an existing project
■■ ADD ON EXISTING SCENE | updates the 3D model of an existing scene
■■ ADD TO CURRENT SCENE | updates the 3D model in the current scene
The options ADD ON EXISTING SCENE and ADD TO CURRENT SCENE will substitute existing layers with newly
imported ones in order to avoid duplicates in the scene.
Examples:
3D model used in FELIX 3D model modification outside of FELIX 3D model updated in FELIX without duplicates
Note: Before using the keyboard shortcut | CTRL + R | to update the current scene in FELIX make sure that the file
previously exported from your modeling software has been overwritten.
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3D VIEW window
3D scene Scene orientation Camera parameters Texture alignment tools (pagg. 32)
The 3D VIEW window allows the user to modify the framing of a scene and “Camera” parameters. The camera be-
haves like a real world camera: the user can set focal distance, zoom factor (Focal length), diaphragm (F Stop) and
exposure time (Shutter Speed).
Focal length, Focal Distance, F Stop and Shutter Speed can also be adjusted with the assigned sliders in Camera
Parameters roll out.
Note: Since FELIX’s camera works like a real camera, it makes images bright or dark according to the Aperture time.
If the image is too dark, just increase the exposure time rather than the intensity of light sources. Exposure time is
measured in fractions of a second. A value of 120 (1/120 of a second) therefore means a longer exposure time than
1200 (1/1200 of a second).
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the projects column the scenes column render quality resolution credit cost Render Queue
The PROJECTS window gives the user access to projects and scenes.
The window consists of four columns. The first three columns from the left allow the user to scroll through the lists
of Projects, Scenes and related View. The fourth column, Render Queue, serves to start and control the rendering
progress. To switch from one project to another just click on its name with Lmb.
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Note: On the right side of every View there is a number (by default 1 credit) that represents the cost (in credits) of an
image. The higher the quality and the resolution the higher the number of credits.
By clicking with Rmb on any View item in the list, a menu with the following commands opens up:
■■ ADD NEW | REMOVE | REMOVE ALL | add or remove Views from the list
■■ CLONE | clone a View
■■ CAMERA | set up position, orientation and all camera parameters
■■ RESOLUTION | choose the resolution of the image
■■ ENVIRONMENT | assign, copy or edit the environment.
Note: see ENVIRONMENT LIBRARY SETUP below
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Use the RENDER LIST window to browse rendered images. The most recent ones are highlighted in green.
The maximum number of images shown drag + Lmb to increase or lower the value) can be set on the upper right
hand corner of the window
Click with Rmb on an image in the RENDER LIST and choose IMAGE DETAIL. This command opens a tab with a sum-
mary of all the meta-data related to that image: materials set up, camera parameters, environment and 3D model. It
is possible to copy and paste these settings onto different scenes.
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Lmb and drag in to Lmb and drag in to Lmb and drag in to Lmb and drag in to
3D view to copy 3D view to copy 3D view to copy 3D view to copy
camera parameters material pameters geometry data environment parameters
The IMAGE VIEWER window allows the user to view the image selected from the RENDER LIST.
As previously mentioned, FELIX’s image-format is not a simple bitmap, and therefore, the images in FELIX provide
a complete backup for a scene. FELIX’s images are made up of a unique format that contains all the information
regarding a particular scene (geometry, materials, camera, lights, environment). This information can be retrieved
and copied at any time. To put it simply, this image format guarantees a 100% non-destructive workflow.
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In the Material Setup tab, materials are set up and assigned to layers in the scene.
To assign a material just drag and drop it from the MATERIALS window both on the desired layer
(in the LAYERS window) or on the object (in the 3D VIEW window).
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The MATERIALS window gives the user access to FELIX’s material database.
It is divided into four main categories: architecture, design, emitters, people & trees.
■■ Architecture |materials which have the appropriate size for architectural scenes ( i.e. from about 2 to 18 meters)
■■ Design | materials more suitable for close-ups (i.e. from about 0,5 to 2 meters)
■■ Emitters | materials emitting light (in FELIX, every object to which this kind of material is applied is automatically
turned into a light source)
■■ People e trees | this category contains a unique material called Sprite. See below for more information
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Layer state on/off Material Thumbnail smoothing angle Material size Layer name Layer extrusion Material description
advanced material editing basic material editing hidden from camera hidden from rays hidden from GI
The LAYERS window shows how the layers of the current scene have been named previously in the modeling soft-
ware. All the layers in a newly created scene have a default material assigned (white opaque)
Any material assigned to a layer can be edited in basic mode (color, scale, smoothing) or in advanced mode (all the
typical Maxwell Render parameters)
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The Material Editor is where materials and environments are created and edited.Note that textures, materials and
environments in the library do not require space on the user’s hard disk because they are stored on FELIX’s servers..
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The TEXTURES window is where textures are imported. FELIX supports images in the following formats: JPG, PNG,
TIF, and EXR for the environments at a maximum resolution of 16 Megapixel. 8 bit indexed images are also supported.
When importing a texture, FELIX prompts the user to define three points:
1| The category in which that texture fits the best:
for example, for a plaster it would be architecture/facing/interior/plaster
2| The real world size of that texture: for example, 3 meters for a bitmap of a wall 3 meters wide
3| The level of sharing for that texture: Private, Protected o Public
Category and sharing level must also be defined for materials and environments.
Note that environments only work with EXR images.
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Add New Edit Environment library Search History Category Pages Order by Rank Refresh
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Materials can be edited In the EDITOR window. Note: The FELIX material editor is based on the Maxwell Render mate-
rial system and they share most parameters.
Materials are made up of six different types of “layers” : BSDF, SSS, IOR, Emitter, Coating and Sprite.
For an in-depth look at how to create materials in FELIX please refer to…
■■ BSDF | it’s the most common type of layer.
Most materials can be created with BSDF (plastics, metals, woods, marbles, stones, plasters, glass)
■■ SSS | SSS layers are used to simulate translucency in materials such as wax, resins, liquids with solid residual, trans-
lucent plastics, paper, alabaster and more realistic marbles. They can be used alone or combined with BSDF, IOR
and Coating layers
■■ IOR | IOR materials are scanned from real samples and their characteristics are described by numerical tables
(they are sometimes called NK materials)
■■ Emitter | the emitter layer simulates light emitting materials (i.e. light sources)
■■ Coating | coatings are like thin films on top of every other layer. They are both transparent and highly reflective.
They tend to create interference and to simulate typical iris bows, such as in soap bubbles
■■ Sprite | sprite is a material unique to FELIX. It is useful for creating mass instanced objects like people, trees etc.
with little effort
To apply a texture to a layer, just drag and drop it from the TEXTURES window to any of the following channels:
weight, R0, R90, trans, rough, AN, Angle and Bump.
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Layers
In the EDITOR window, a new Environment can be created or an existing one can be modified.
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Environments are basically backgrounds that affect the lighting, reflection and diffraction of the scenes.
Unlike materials (which are assigned to layers in the scene), environments are assigned to views (link)
Note: In the ADDENDUM section of the manual, there is a short-depth analysis of the Environment system.
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Addendum
Environments
Environments are important in a scene because they affect it in so many ways: background, illumination, reflections,
refractions. Unlike materials (which are assigned to layers in the scene), Environments are assigned to views.
To assign an environment just open the ENVIRONMENT LIBRARY SETUP from the PROJECT window (see Main functions
of the View column in it). It is possible to assign different Environments to various views of the same scene in order to test
different lighting setups.
Only the Environment has been changed in the following three images.
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Choose Add New to create a new Environment. A new thumbnail will be created in the ENVIRONMENTS window
and an empty Environment in the EDITOR window. Only the textures in the “Environment” category can be used and
assigned to any channel in the Environment. For instance, a texture in the “Reflection” channel will determine which
Environment will be reflected by materials in the scene.
Use Sky for disabled channel to create “hybrid” Environments with both textures and Sky Dome or Physical Sky.
For every channel of the Environment system that has no texture assigned to it, the option “chosen” under
Sky for disabled channel is used. The only exception is when choosing Physical Sky: in this case, even if there is a
texture in the Illumination channel, the lighting in the scene comes from both that texture and the Physical Sky
itself.
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SET-UP Examples
All channels have a texture. Sky for disabled channel is set to None.
This is the most common Environment setup. Only textures affect the lighting of the scene.
Tutti i canali con una texture con Phisycal Sky selezionato dal box di “Sky for disabled channels”.
In questo caso l’environment è influenzato dalle texture e dal sole del “Physical Sky”.
La funzione “Define sun position” permette di orientare il sole facendolo combaciare con quello della texture.
All channels have a texture. Sky for disabled channel is set to Physical Sky.
In this case both textures and the sun of Physical Sky affect the scene.
It is possible to align the sun of the physical sky with the sun in the texture by using the option Define sun position.
The reflection channel has no texture. Sky for disabled channel is set to None.
In this case, there is no Environment reflected in the scene.
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The reflection channel has no texture. Sky for disabled channel is set to Sky Dome.
In this case the reflected Environment is a solid color.
No channel has a texture. Sky for disabled channel is set to Physical Sky.
In this case the environment is only the Maxwell Physical Sky.
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To place people and vegetation in a scene, FELIX provides an “easy to use” technology called “Sprite”.
The following example, shows how to use Sprites in FELIX.
The “trees” layer before the sprite material is assigned. The “trees” layer after the Sprite material is assigned
You can also change the Sprite randomness Seed, vary its height H Var and control the height of each Sprite, Size
from the advanced material editing.
NOTE: Since FELIX places any “Sprite” in the center of a triangle, the triangles must be laid-out horizontally and be
coplanar to the surface on which they stand. In this way the triangles linked by sprites will not float in the air.
Due to their nature, Sprite objects are not suitable for bird’s eye views or plans.
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TEXTURES MAPPING
The icon bar at the top right of the 3D VIEW window contains the tools for polygon selection and texture alignment.
The two main functions of this tool-set is to correctly map textures on objects and to create sub materials.
Polygon selection tools Texture centering tools Texture allignment tools Exit editing mode
Deselect
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Selection Tools
Select single Polygon | click on one polygon to select it Select cooplanar adiacent Polygons | click on one polygon to
select all the coplanar, as well as the adjacent polygons
IMAGE IMAGE
Select cooplanar non adiacent Polygons | click on one Select connected Polygons | click on one polygon to also se-
polygon to select all the coplanar polygons in that layer lect all the connected polygons (i.e. polygons sharing vertices)
IMAGE IMAGE
Select layer | click on one polygon to select all the polygons in Select by smoothing angle | click on one polygon to select
that layer curved surfaces within an angle threshold
IMAGE IMAGE
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Every time a group of polygons is selected, FELIX stores it in a “selection group”. Select old selection allows you to
reselect the old selection group just by clicking on one of the elements in that group.
IMAGE
MAPPING TOOLS
Whenever a material with a texture is assigned to an object, FELIX applies a cubic mapping by “default” to it. In most
cases, the default cubic mapping works well and gives correct results. If the orientation of the default mapping
needs to be modified, the following functions must be used:
■■ Allign by XZ axis
■■ Allign by two splines
The Allign by XZ axis function allows the user to change the The Allign by two splines function allows the user to change
orientation of the cubic mapping axis in three clicks for the se- the texture mapping with two path curves for the selected poly-
lected polygons. The first two clicks define the new X and Y axis, gons. The texture will stretch to follow the given curves as long
the third click defines the new Z axis. as the geometry has enough subdivisions.
IMAGE IMAGE
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Use the function Center texture to selection to center a texture on an object, and use Change texture origin to
align a texture seamlessly on the object’s edges. If these two functions are disabled, FELIX will use the 0,0,0 point of
the scene as the origin point for the texture.
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